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武装突袭2 MMA 插件详细介绍文本(2)  

2012-01-02 19:41:06|  分类: ARMA2 类 |  标签: |举报 |字号 订阅

  下载LOFTER 我的照片书  |
第一部分 http://foxmaner.blog.163.com/blog/static/16501834320120274211267/
下面是第二部分:

Some basic concepts

Free fall bombs Unguided bombs. The launcher (plane) performs continuous calculations of impact point before releasing the bombs.
SADARM Sense and Destroy Armor. It is a special type of submunition designed to detect and destroy armored targets from above. More info on SADARM.

Scripted SADARM can be deployed:

  • By planes dropping SADARMs over the target area.
  • By hand at ground level (players). These SADARMs have a scanning device and a rocket, when the scanning device detects a potential target inside its searching area (150m radius), the rocket is ignited and climbs over 100m to deploy a real SADARM.
  • By artillery HE shells (static guns or tanks might be used to fire these). With these you can fire SADARMs behind hills and destroy tanks moving at the other side.
The SDARM itself has a sensor able to detect vehicles, static weapons or ships below its position. Its scanning range varies depending on its altitude up to a maximum scan range of 250m. Be careful, as the SADARMs dont do any friend/foe check when looking for targets.
Countermeasures If Mando Missile ArmA is initialized in the mission (addon or script suite), all the spawned planes and choppers will be equipped with countermeasure dispensers.
Ingress direction The direction from where the spawned planes and choppers will aproach the indicated map position.

 

Mando Air Support Console options (console buttons)

Call CAS Call for close air support.
Left click on the map to set the desired attack area, select ingress direction, desired attack altitude, number of planes and type of attack (free fall bombs or SADARM) and then click "Call CAS" button. The planes will aproach the support aera and will engange any enemy vehicle, ship or static weapon there (inside a 500m radious of the marked position). Each plane will perform a maximum of attacks determined by mando_airsupport_max_cas global variable.
Bomb run Call for single bomb run.
Left click on the map to set the desired attack position, select ingress direction, desired attack altitude, number of planes and type of attack (free fall bombs or SADARM) and then click "Bomb run" button. The planes will aproach the the attack position and will will drop their bombs just there. The first plane will aim directly to the marked point, the rest of them will spread the attacks around the marked position.
GS Gunship support.
A pair of attack choppers will seek and destroy targets near the marked position.If Mando Missile ArmA initialized in the mission (addon or script suite), gunships will use medium range AG missiles against enemy vehicles or ships. Setup mando_support_enemy_sides global array to indicate which are the enemy sides for the attacking gunships.
AB Airborne assault.
A heavy chopper will aproach the marked position and will deploy a group of infantry units, this group will seek and destroy around the area and then will hold the indicated position.
CM Cruise missile attack.
This option requires Mando Missile ArmA initialized in the mission (addon or script suite), else the option will be disabled.
The specified launcher will fire a cruise missile against the indicated position. The missile is detectable and interceptable by enemy SAM units anti-missile capable or/and anti-missile mando guns.

To be able to fire cruise missiles you need to define which unit will be the missile launcher as well as the firing position in model coordinates. Set mando_airsupport_cmissile and mando_airsupport_cmissile_pos to the corresponding values.

If you click the RC ON button in the camera area you will get manual control of the missile. Move the mouse over the steerable area to guide the missile and use the mouse wheel to zoom in/out, the green circle in the camera display represents the position marked in the map as target, green squares represents up to three detected vehicles or ships in front of the missile. If you click RC OFF button while controlling a cruise missile, the missile with turn its guidance back to automatic.

SA Cruise missile saturation attack.
This option requires Mando Missile ArmA initialized in the mission (addon or script suite), else the option will be disabled.
The specified launcher will select up to four targets in the specified attack area (vehicles, ships and static weapons) and then will fire two cruise missiles in sequence per target. If targets are not found, the launcher will use the marked position as target.
The missiles are detectable and interceptable by enemy SAM units anti-missile capable or/and anti-missile mando guns. Saturation missiles cannot be switched to manual control. 

To be able to fire cruise missiles you need to define which unit will be the missile launcher as well as the firing position in model coordinates. Set mando_airsupport_cmissile and mando_airsupport_cmissile_pos to the corresponding values.

AM Ammo supply.
A plane or chopper will aproach the indicated position and will drop a pair of ammo boxes in chutes.
You may define ammo boxes contents of mando_airsupport_magz and mando_airsupport_weap global var arrays.
VE Vehicle supply.
A chopper will aproach the indicated position hitching the indicated empty vehicle type, then it will descend leaving the empty vehicle on ground before leaving the area.
RE Reinforcements.
A plane or chopper will aproach the indicated position and will drop a group of soldiers in chutes, this group will join the player.
CP Combat Air Patrol.
A pair of fighters will hold the indicated position.If Mando Missile ArmA initialized in the mission (addon or script suite), CAP planes will use medium range AA missiles increasing noticeabily the effectiveness of CAP missions. Setup mando_support_enemy_sides global array to indicate which are the enemy sides for the intercepting planes.
RC Reconnaissance.
A plane will overfly the indicated area and once the plane egress, detected enemy vehicles, ships and static weapons will be marked in the map for 2 minutes. This info will be available for any player of the side of the console operator who ordered the reconnaissance mission.

If you click the RC ON button in the camera area you will get manual control of reconnaissance plane camera. Move the mouse over the steerable area to aim the camera, use the mouse wheel to zoom in/out and left click over the steerable area to mark the position where the camera is pointing up (if you left click near a vehicle or ship, the camera will lock-on it). This mark will be present in the map as "RCM" and you may mark up to 10 positions. While the camera is locked on a position or vehicle, you may order laser guided bombs attacks against it (mando missile is required for this). First click locks on the camera, second click frees it again. If you set your reco plane as armed reco, you will be able to fire missiles against your own targets. left shift + left click over the steerable area changes the destiation of the reco plane to the position where the camera is aiming at.
If you clicked RC ON button while the reconnaissance plane was ingressing, the plane will HOLD position at destination until camera is turned off. Then you will have 18 seconds to turn the camera on again, else the plane will egrees.

EV Call for evacuation chopper.
Before calling for evac you need to define the destination, left click over the map while pressing left shift to mark the destination position. Select the support position left clicking on the map and then press EV button. A transport chopper will land over the indicated support position and will wait until someone boards it, then it will wait 25 seconds more and then it will fly to the marked evac destination where it will land and will wait until all the passengers disembark. 
LA Call for laser guided bombs support.
Use a laser designator or reconnaissance camera to mark targets (this last option is available only if Mando Missile is present).
If Mando Missile ArmA is initialized you will be able to use any plane type for that kind of missions. Setup mando_support_enemy_sides global array to indicate which are the enemy sides for the attacking planes.
CB Call for carpet bombing.
A plane will aproach the indicated position and will start dropping its bombs in sequence. This option is intended for area attack, not for accurate strikes. Bombing criteria and actions are defined into mando_airsupport_carpetcode global code var.
RC ON+ Remote Camera ON.
If there is a reconnaissance aircraft in-flight, this option allows you to control its reconnaissance camera. Use the mouse wheel to zoom in/out and left click over the steerable area to mark the position where the camera is pointing at (you may mark up to 10 different positions) and lock on the camera in that position, next click will free the camera again. While in camera view, you may left click to hide the left console (except aircrafts available list - ArmA bug). If  the camera is locked on a position and mando missile is initialized in your mission, you will be able to order laser guided bombs attacks at that position. If armed reconnaissance is allowed you will be able to fire missiles against locked on camera positions or vehicles.

If there is a cruise missile in-flight (Mando Missile ArmA required), this option will switch to missile camera and the missile will switch to manual control. Move the mouse over the steerable area to guide the missile, mouse wheel allows you to zoom in/out the camera. The small green circle marks the position selected as target, when range is smaller than 1500m a new rectangle mark will be displayed (you are inside terminal guidance phase and better you aim directly to the target). If you turn off the remote camera view while a missile is flying in manual control mode, it will switch back to automatic guidance. Note that once missile's endurance goes down to 0, the missile engine will turn off.

If there is no reco neither cruise missile in-flight, the camera will switch to the leader's plane/chopper of other missions in course clycling between them.

The priority for camera is cruise missile -> reconnaissance plane -> anyother mission plane in-flight.

While in camera view, you may left click to hide/show the right console.

RC OFF Remote Camera OFF
JUMP/LAND If jump is selected, airborne assault and reinforcements will jump in chutes from their transports, else the transport will land and then troops will disembark. Make sure the selected transport is a chopper for LAND mode (mando_airsupport_type_pal global var). mando_airsupport_jump global added to set the initial selection for this option: true = jump, false = land (default value is true).

 

Mando Air Support Console global variables

The air support console support full customization via global variables that you can set at will in your mission. If you dont change their contents, default values will be used. Note that you can also change their contents dinamically based on mission's conditions, objetives, etc.

   mando_support_left_WEST: Maximum number of west planes available for bomb run or cas missions (default value is 8).
   mando_support_left_EAST: Maximum number of east planes available for bomb run or cas missions (default value is 8).
   mando_support_left_GUER: Maximum number of res planes available for bomb run or cas missions (default value is 8).
   mando_support_left_CIV: Maximum number of civ planes available for bomb run or cas missions (default value is 8).
   mando_support_left_ca_WEST: Maximum number of west chopper attacks (default value is 8).
   mando_support_left_ca_EAST: Maximum number of east chopper attacks (default value is 8).
   mando_support_left_ca_GUER: Maximum number of res chopper attacks (default value is 8).
   mando_support_left_ca_CIV: Maximum number of civ chopper attacks (default value is 8).
   mando_support_left_pa_WEST: Maximum number of west airborne chopper assaults (default value is 8).
   mando_support_left_pa_EAST: Maximum number of east airborne chopper assaults  (default value is 8).
   mando_support_left_pa_GUER: Maximum number of res airborne chopper assaults  (default value is 8).
   mando_support_left_pa_CIV: Maximum number of civ airborne chopper assaults  (default value is 8).
   mando_support_left_cm_WEST: Maximum number of west cruise missile attacks (default value is 8).
   mando_support_left_cm_EAST: Maximum number of east cruise missile attacks (default value is 8).
   mando_support_left_cm_GUER: Maximum number of res cruise missile attacks (default value is 8).
   mando_support_left_cm_CIV: Maximum number of civ cruise missile attacks (default value is 8).
   mando_support_left_rc_WEST: Maximum number of west reconnaissance missions (default value is 8).
   mando_support_left_rc_EAST: Maximum number of east reconnaissance missions (default value is 8).
   mando_support_left_rc_GUER: Maximum number of res reconnaissance missions (default value is 8).
   mando_support_left_rc_CIV: Maximum number of civ reconnaissance missions (default value is 8).
   mando_support_left_am_WEST: Maximum number of west ammo supply missions (default value is 8).
   mando_support_left_am_EAST: Maximum number of east ammo supply missions (default value is 8).
   mando_support_left_am_GUER: Maximum number of res ammo supply missions (default value is 8).
   mando_support_left_am_CIV: Maximum number of civ ammo supply missions (default value is 8).
   mando_support_left_ve_WEST: Maximum number of west vehicle supply missions (default value is 8).
   mando_support_left_ve_EAST: Maximum number of east vehicle supply missions (default value is 8).
   mando_support_left_ve_GUER: Maximum number of res vehicle supply missions (default value is 8).
   mando_support_left_ve_CIV: Maximum number of civ vehicle supply missions (default value is 8).
   mando_support_left_re_WEST: Maximum number of west reinforcement missions (default value is 8).
   mando_support_left_re_EAST: Maximum number of east reinforcement missions (default value is 8).
   mando_support_left_re_GUER: Maximum number of res reinforcement missions (default value is 8).
   mando_support_left_re_CIV: Maximum number of civ reinforcement missions (default value is 8).
   mando_support_left_cp_WEST: Maximum number of west CAP missions (default value is 8).
   mando_support_left_cp_EAST: Maximum number of east CAP missions (default value is 8).
   mando_support_left_cp_GUER: Maximum number of res CAP missions (default value is 8).
   mando_support_left_cp_CIV: Maximum number of civ CAP missions (default value is 8).
   mando_support_left_sa_WEST: Maximum number of west cruise missile saturation attacks (default value is 8).
   mando_support_left_sa_EAST: Maximum number of east cruise missile saturation attacks (default value is 8).
   mando_support_left_sa_GUER: Maximum number of res cruise missile saturation attacks (default value is 8).
   mando_support_left_sa_CIV: Maximum number of civ cruise missile saturation attacks (default value is 8).
   mando_support_left_ev_WEST: Maximum number of west evacuation missions (default value is 8).
   mando_support_left_ev_EAST: Maximum number of east evacuation missions (default value is 8).
   mando_support_left_ev_GUER: Maximum number of res evacuation missions (default value is 8).
   mando_support_left_ev_CIV: Maximum number of civ evacuation missions (default value is 8).
   mando_support_left_la_WEST: Maximum number of west laser bombs missions (default value is 8).
   mando_support_left_la_EAST: Maximum number of east laser bombs missions (default value is 8).
   mando_support_left_la_GUER: Maximum number of res laser bombs missions (default value is 8).
   mando_support_left_la_CIV: Maximum number of civ laser bombs missions (default value is 8).
   mando_support_left_cb_WEST: Maximum number of west carpet bombing missions (default value is 8).
   mando_support_left_cb_EAST: Maximum number of east carpet bombing missions (default value is 8).
   mando_support_left_cb_GUER: Maximum number of res carpet bombing missions (default value is 8).
   mando_support_left_cb_CIV: Maximum number of civ carpet bombing missions (default value is 8).

   mando_airsupport_carpetcode: Code global var with code for carpet bombing, receives plane and target position as arguments. Note that this global doesnt have any default value, if you want to allow carpet bombing for the console you must provide the corresponding code block.

Code variable example for carpet bombing using AV8B with 6 bombs, this might be setup directly into your init.sqf
// Carpet bombing custom code global variable for AV8B
mando_airsupport_carpetcode =
{
   private["_plane", "_targetpos", "_widx"];
   _plane = _this select 0;
   _targetpos = _this select 1;
   while {(([getPos _plane select 0, getPos _plane select 1, 0] distance _targetpos) > 2000) && (alive _plane)} do
   {
      Sleep 1;
   };

   if (alive _plane) then
   {
      _widx = [_plane, "BombLauncher"] call mando_weaponindex;
      for [{_i=0}, {_i<6}, {_i=_i+1}] do
      {
         _plane action ["useWeapon", _plane, driver _plane,  _widx];
         Sleep 0.4;
      };
   };
};

   mando_airsupport_type: type of plane for the missions (default value is "AV8B2" for west and "Su34" for east).
   mando_airsupport_type_ca: type of chopper for chopper attack missions (default value is "AH1Z" for west and "KA52" for east).
   mando_airsupport_type_pa: type of chopper for airborne assault and reinforcements missions (default value is "MH60S" for west and "Mi17_rockets_RU" for east).
   mando_airsupport_type_pal: type of chopper for airborne assault landing missions (default value is "MH60S" for west and "Mi17_rockets_RU" for east)
   mando_support_infantrytype: Array defining soldier classes for airborne assaults infantry groups.
   mando_support_infantrytype_re: Array defining soldier classes for reinforcements missions.
   mando_airsupport_type_rc: type of plane or chopper for reconnaissance missions (default is "AV8B" for west and "Su34" for east).
   mando_airsupport_type_ev: type of chopper for evacuation missions (default is "MH60S" for west and "Mi17_rockets_RU" for east).
   mando_airsupport_type_am: type of chopper for ammo supply missions (default value is "MH60S" for west and "Mi17_rockets_RU" for east).
   mando_airsupport_type_ambox: ammo box type to be used in ammo supply missions, default is "USBasicWeaponsBox" for west, etc.

   mando_airsupport_type_ve: type of chopper for vehicle supply missions (default value is "MH60S" for west and "Mi17_rockets_RU" for east).
   mando_airsupport_type_vehicle: vehicle type to be used in vehicle supply missions, default is "MTVR" for west, etc.
   mando_airsupport_type_cp: type of plane or chopper for CAP missions (default is "AV8B" for west and "Su34" for east).
   mando_airsupport_type_la: type of plane for laser bombs missions (default is "AV8B" for west and "Su34B" for east).
   mando_airsupport_type_cb: type of plane for carpet bombing missions (default is "AV8B" for west and "Su34B" for east).

   mando_airsupport_range: Range from target where the planes will be spawned (default and minimum value is 4500).
   mando_airsupport_range_he: Range from target where the helicopters will be spawned (default and minimum value is 4500).

   mando_airsupport_max_cas: In close air support, maximum number of attacks per plane (default value is 2).
   mando_airsupport_bomb_type: The class of a bomb type ammo or the special type "SADARM". "Bo_GBU12_LGB" is used by default.
   mando_airsupport_bomb_alt: The base flying altitude for the bomb runs in m, default value is 150.
   mando_airsupport_bomb_altmax : The maximum base flying altitude for the bomb runs or reco in m, default value is 400, max is 1000.
   mando_airsupport_bomb_pos: Model coords position of a bomb spawned relative to the plane (the second bomb will be spawned at the opposite side). [2, 0, -2] by default.
   mando_airsupport_cmissile: Cruise missile launcher (requires mando missile initialized), default value is objNull;
   mando_airsupport_cmissile_pos: Model coordinates of the cruise missile launch position.
   mando_airsupport_cmissile_alt :cruise altitude for cruise missiles flying in inertial mode, default is 800m.

   mando_support_ingress_limits: Array with angles limiting the ingress arc [min, max], by default [-180,180] (any direction).
   mando_ingress_dir : Initial ingrees dir, between defined ingress limits, by default the half of the limits defined range.
   mando_reco_cam_filter: array [R,G,B,A] for reconnaissance and missile camera color filter, by default [0,0,0,0]
   mando_reco_cam_pos: model coordinates of reconnaissance camera relative to reconnaissance plane, by default [0,3,-2]
   mando_last_plane_cam_pos:  model coordinates of last mission plane camera (except reco), by default [0,1,-2.5]

   mando_airsupport_planes_delay: number of seconds after any mission activation (except missiles) to wait until the option is enabled again (default is 4).
   mando_airsupport_missile_delay: number of seconds after cruise missile attack to wait until the option is enabled again (default is 15).
   mando_support_enemy_sides: array of enemy sides for laser and gun ships support armed with mando missiles. (default = [east] for west, resistance and civilian players, [west] for east players.

   mando_no_default_map: if true, default map click behaviour will be disabled (overrides any onMapSingleClick active code, default is false).

   mando_airsupport_magz: array of pairs of [mag class, quantity] in case you want to change the default content of ammo boxes ([] by default, which means default ammo box maganize content). Ex.: mando_airsupport_magz = [["30Rnd_556x45_G36", 7], ["10Rnd_127x99_m107", 5]];
   mando_airsupport_weap: array of pairs of [weapon class, quantity] in case you want to change the default content of ammo boxes ([] by default, which means default ammo box maganize content). Ex.: mando_airsupport_weap = [["G36K", 2], ["m107", 2]];

   mando_airsupport_re_switchable: true if reinforcement units will be switchable/playable (default value is false).
   mando_airsupport_ab_switchable: true if airborne assault units will be switchable/playable (default value is false).
   mando_airsupport_jump: true for JUMP, false for LAND (applies to reinforcements and airborne assault missions).
   mando_airsupport_ab_action: code var receiving airborne assault group as argument, executed when infantry group is created.
   mando_airsupport_re_action: code var receiving reinforcements group as argument, executed when infantry group is created.

Code variable example for weaponless reinforcements directly into your init.sqf
mando_airsupport_re_action =
{
   private["_grp"];
   _grp = _this select 0;
   {
      removeAllWeapons _x;
   } forEach units _grp;
};
 

   mando_airsupport_armedrec: true if player can use reconnaissance planes to attack targets (requires mando missile), default value is false.
   mando_airsupport_armedrec_max: number of attacks allowed per reco plane (requires mando missile), default value is 4.
   mando_airsupport_rec_captive: true will set reconnaissance pilot captive (default is false).
   mando_airsupport_maxrecoscan: max distance to scan with camera (default value is 1500m + mando_airsupport_bomb_altmax).
   mando_airsupport_armedrec_man: true if missiles fired from armed reco plane will have manual (TV) guidance, default is false.

   mando_airsupport_nocomms:  if set to 1, comms will not work and the console will become useless, default value is 0.
   mando_support_side: side for the console, if not defined it will be equal to side player
   mando_airsupport_cams: read only array with the planes of the mission leaders currently flying commanded from this console (you may copy its content to a global per side and then publish it periodically so that other players might have remote cams for these planes).

   mando_airsupport_info: Structured text with info that is displayed in the info/setup dialog.
Example of structured text:
mando_airsupport_info = "Mission info: <br />Try altitudes between 190 and 250m for carpet bombing using AV8B.<br /><br /><t color='#ff0000'>Objetive:</t><br />Destroy vehicles near Cayo and enemy ships aproaching your missile launcher at the NW.<br />Try also the support options available for this mission (all the setup is into init.sqf script).<br /><t color='#ffAA00'>If you destroy the radar tower near your initial position, comms will be lost.</t><br /><br />Note that the options you see below are fully customizable using globals (same as this text block), check online help for more info.";
 

   mando_airsupport_opt1_text: Simple text for info/setup listbox1 title
   mando_airsupport_opt1_array: Array of texts for info/setup listbox1 contents
   mando_airsupport_opt1_action: Code variable with opt1 action when selected item changes (receives item text as argument)
   mando_airsupport_opt2_text: Simple text for info/setup listbox2 title
   mando_airsupport_opt2_array: Array of texts for info/setup listbox2 contents
   mando_airsupport_opt2_action: Code variable with opt2 action when selected item changes (receives item text as argument)
   mando_airsupport_opt3_text: Simple text for info/setup listbox3 title
   mando_airsupport_opt3_array: Array of texts for info/setup listbox3 contents
   mando_airsupport_opt3_action: Code variable with opt3 action when selected item changes (receives item text as argument)
   mando_airsupport_opt4_text: Simple text for info/setup listbox4 title
   mando_airsupport_opt4_array: Array of texts for info/setup listbox4 contents
   mando_airsupport_opt4_action: Code variable with opt4 action when selected item changes (receives item text as argument)
   mando_airsupport_opt5_text: Simple text for info/setup listbox5 title
   mando_airsupport_opt5_array: Array of texts for info/setup listbox5 contents
   mando_airsupport_opt5_action: Code variable with opt5 action when selected item changes (receives item text as argument)

Example to setup one of the options lisboxes with several options for reinforcements:
   // This code might be into an activation script or directly into your init.sqf
   // Title of the second listbox inside setup/info dialog
   mando_airsupport_opt2_text = "Reinforcements type";

   // Items inside second listbox
   mando_airsupport_opt2_array = ["Normal", "Heavy AA","Heavy MG","Engineers"];

   // Code executed when selection chages in second listbox, it changes mando_support_infantrytype_re content based on selected item
   mando_airsupport_opt2_action =
   {
      private["_item"];
      _item = _this select 0;
      switch (_item) do
      {
         case "Normal":
         {
            mando_support_infantrytype_re = ["TeamLeaderW","SoldierWMedic","SoldierWAT","SoldierWB","SoldierWB","SoldierWB","SoldierWB","SoldierWB","SoldierWB","SoldierWB"];
         };

         case "Heavy AA":
         {
            mando_support_infantrytype_re = ["TeamLeaderW", "SoldierWMedic", "SoldierWAA","SoldierWAA","SoldierWB","SoldierWB","SoldierWB","SoldierWB","SoldierWB","SoldierWB"];
         };

         case "Heavy MG":
         {
            mando_support_infantrytype_re = ["TeamLeaderW", "SoldierWMedic", "SoldierWMG","SoldierWMG","SoldierWB","SoldierWB","SoldierWB","SoldierWB","SoldierWB","SoldierWB"];
         };

         case "Engineers":
         {
            mando_support_infantrytype_re = ["TeamLeaderW", "SoldierWMedic", "SoldierWMiner","SoldierWMiner","SoldierWMiner","SoldierWB","SoldierWB","SoldierWB","SoldierWB","SoldierWB"];
         };
      };
   };
 

   The following variables set to true disable corresponding buttons:
   mando_support_no_cas: Disables Close Air Support button (default value is false).
   mando_support_no_br: Disables Bomb run button (default value is false).
   mando_support_no_ff: Disables Free fall bombs button (default value is false).
   mando_support_no_sa: Disables SADARM button (default value is false).
   mando_support_no_gs: Disables Gunships Support button (default value is false).
   mando_support_no_ab: Disables Airborne assault button (default value is false).
   mando_support_no_cm: Disables Cruise missile attack button (default value is false)
   mando_support_no_sat: Disables Cruise missile saturation attack button.
   mando_support_no_rc: Disables reconnaissance button.
   mando_support_no_ev: Disables evacuation button.
   mando_support_no_am: Disables ammo supply button.
   mando_support_no_ve: Disables vehicle supply button.
   mando_support_no_re: Disables Airborne reinforcements button.
   mando_support_no_cp: Disables Combat Air Patrol button.
   mando_support_no_la: Disables laser bombs button.
   mando_support_no_cb: Disables carpet bombing button.

   The following variables may be set to radio resources to have radio chat messages (default value for radio resources is "").
   mando_console_radio_delay: Delay in seconds between request and reply, by default 4.
   mando_radio_req_cas: Request for CAS
   mando_radio_rep_cas: Reply from CAS
   mando_radio_req_br: Request for bomb run
   mando_radio_rep_br: Reply from bomb run
   mando_radio_req_gs: Request for gunships
   mando_radio_rep_gs: Reply from gunships
   mando_radio_req_ab: Request for airborne assault
   mando_radio_rep_ab: Reply from airborne assault
   mando_radio_repr_ab: Reply from airborne assault ready
   mando_radio_req_cm: Request for cruise missile
   mando_radio_rep_cm: Reply from cruise missile
   mando_radio_req_sa: Request for saturation
   mando_radio_rep_sa: Reply from saturation
   mando_radio_req_am: Request for ammo supply
   mando_radio_rep_am: Reply from ammo supply otw
   mando_radio_repr_am: Reply from ammo supply ready
   mando_radio_req_ve: Request for vehicle supply
   mando_radio_rep_ve: Reply from vehicle supply otw
   mando_radio_repr_ve: Reply from vehicle supply ready
   mando_radio_req_re: Request for reinforcements
   mando_radio_rep_re: Reply from reinforcements otw
   mando_radio_repr_re: Reply from reinforcements ready
   mando_radio_req_cp: Request for CAP
   mando_radio_rep_cp: Reply from CAP otw
   mando_radio_req_rc: Request for reconnaissance
   mando_radio_rep_rc: Reply from reconnaissance otw
   mando_radio_req_ev: Request for evacuation
   mando_radio_rep_ev: Reply from evacuation otw
   mando_radio_repr_ev: Reply from evacuation ready
   mando_radio_req_la: Request for laser bombs
   mando_radio_rep_la: Reply from laser bombs otw
   mando_radio_req_cb: Request for carpet bombing
   mando_radio_rep_cb: Reply from carpet bombing otw

To set any of the avobe radio vars, you need to define the corresponding radio resources first in your description.ext, for example, for a evacuation request:
// description.ext file
class CfgRadio
{
   sounds[] = {};
   class my_evac_sound
   {
      name = "";
      sound[] = {"evac_request.ogg", db-0, 1.0};
      title = "Requesting evacuation chopper.";
   };
};
Then, in your init.sqf, you may set the corresponding global var:
// init.sqf
...
...
mando_radio_req_rc = my_evac_sound;
Remember to place the .ogg sound files for the radio transmissions into your mission Sound folder.

   mando_airsupport_code_cas : If defined, executed when a cas/br mission is created, receives first plane's crew group as argument
   mando_airsupport_code_ca : If defined, executed when gunship mission is created, receives crew group as argument
   mando_airsupport_code_pa : If defined, executed when airborne assault mission is created, receives crew group and infantry group as argument
   mando_airsupport_code_rc : If defined, executed when reco mission is created, receives crew group as argument
   mando_airsupport_code_ev : If defined, executed when evac mission is created, receives crew group as argument
   mando_airsupport_code_am: If defined, executed when ammo supply mission is created, receives crew group as argument
   mando_airsupport_code_ve: If defined, executed when vehicle supply mission is created, receives crew group as argument
   mando_airsupport_code_re : If defined, executed when reinforcements mission is created, receives crew group and infantry group as arguments
   mando_airsupport_code_la : If defined, executed when laser mission is created, receives crew group as argument
   mando_airsupport_code_cp: If defined, executed when CAP mission is created, receives crew group as argument
   mando_airsupport_code_cb: If defined, executed when carpet bombing mission is created, receives crew group as argument

   mando_airsupport_fixedpos: If defined, fixed spawn initial pos for all support missions
 

Before executing this script you may set the desired values for the previous variables, if you dont, default values will be used. During the mission, all these variables may be modified dinamically.

Examples:
player addAction ["Air Support console", "mando_missiles\mando_bombs\mando_airsupportdlg.sqf"];
or
[]execVM"mando_missiles\mando_bombs\mando_airsupportdlg.sqf";

Simple example of action reasignment after player's death:
// init.sqf
[]spawn
{
   while {true} do
   {
      player addAction ["Air Support console", "mando_missiles\mando_bombs\mando_airsupportdlg.sqf"];
      waitUntil {!alive player};
      waitUntil {alive player};
   };
};

Simple example of action reasignment after player's death, but only if player is corporal:
// init.sqf
[]spawn
{
   while {true} do
   {
      sleep 4;
      if (alive player) then
      {
         if (rank player == "CORPORAL") then
         {
            vehicle player addAction ["Air Support console", "mando_missiles\mando_bombs\mando_airsupportdlg.sqf"];
         };
         waitUntil {!alive player};
      };
   };
};

Example assigning the action only if the player has a laser designator.
// Add somewhere to your init.sqf
[] spawn
{
  private["_acidx1", "_acidx2", "_unit", "_veh"];
  _acidx1 = -1;
  _acidx2 = -1;
  while {true} do
  {
     waitUntil {("Laserdesignator" in weapons player) && (alive player)};
     _acidx1 = player addAction ["Console: Air support", "mando_bombs\mando_airsupportdlg.sqf"];
     while {("Laserdesignator" in weapons player) && (alive player)} do
     {
        _unit = player;
        if (vehicle _unit != _unit) then
        {
           _veh = vehicle _unit;
           _acidx2 = vehicle _unit addAction ["Console: Air support", "mando_missiles\mando_bombs\mando_airsupportdlg.sqf"];
           waitUntil {(vehicle _unit == _unit) || (!alive _unit)};
           _veh removeAction _acidx2;
        };
        Sleep 1;
     };
     _unit removeAction _acidx1;
  };
};

Example using the universal console allowance script:
res =  ["MMA Air Support Console", {"Laserdesignator" in weapons player}] execVM "mando_missiles\mando_bombs\mando_giveme_console.sqf";
 

mando_giveme_console.sqf (universal console allowance script)

Provides air support console to the player and player's vehicle. The script supports player's respawns and allows you to provide also custom conditions to allow the usage of the console. Execute it preferabily from your init.sqf.
 
Script parameter Description
Action text text to be displayed in the action.
Condition extra By default, the script check alive state of player + this condition.
This condition is code, for example {rank player == "CORPORAL"}, set this condition as if it were the body of an if then block. Use this to set any conditions you want to check to provide console.
You need to provide a condition, if you dont know what to put here, use {alive player}

Examples:
Console provided if player is corporal
res =  ["MMA Air Support Console", {rank player =="CORPORAL"}] execVM "mando_missiles\mando_bombs\mando_giveme_console.sqf";

Console provided if player is driver inside an HMMWV
res =  ["MMA Air Support Console", {(typeOf vehicle player == "HMMWV") && (player == driver vehicle player)}] execVM "mando_missiles\mando_bombs\mando_giveme_console.sqf";

Back to index

Mando SCUD (OA required)

MMA allows you to fire SCUD missiles from the driver position of the SCUD launcher. A menu action will be present to open the SCUD targeting map, just mark a position on the map and use the default actions to prepare and launch the missile, you must keep inside the vehicle while the missile is in-flight. There are two working buttons in the upper button row that allows the operator to choose between ground burst or air burst detonations. Air bursts will not generate fallout effects.

武装突袭2 MMA 插件详细介绍文本(2) - foxer - .

The fired missile is detectable and interceptable by MMA anti-missile systems, and can be loaded with conventional or nuclear warheads. By default the warhead is conventional. To set a different type of warhead you need to set a vehicle variable named mando_scud_type.

scud_launcher setVariable ["mando_scud_type", 0];  // <- Conventional
scud_launcher setVariable ["mando_scud_type", 1];  // <- Nuclear - Gigan detonation
scud_launcher setVariable ["mando_scud_type", 2];  // <- Nuclear - Echo/Mando ground detonation
scud_launcher setVariable ["mando_scud_type", 3];  // <- Nuclear - Echo/Mando air detonation
scud_launcher setVariable ["mando_scud_type", 4];  // <- Nuclear, 3 MIRVs around designated target - Echo/Mando ground detonation
scud_launcher setVariable ["mando_scud_type", 5];  // <- Nuclear, 3 MIRVs around designated target - Echo/Mando air detonation

You may also set the minimum allowed range setting mando_min_rng vehicle var. If you set this variable, a pale blue circle will indicate the area covered by the minimum range and the player cannot place the target location inside.

scud_launcher setVariable ["mando_min_rng", 10000];  // Minimum range set to 10Km
 

There is also a script to fire SCUD from AI launchers: mando_missiles\units\mando_ai_scud.sqf

Syntax:
[scud_vehicle, warhead_type, target_position]execVM"mando_missiles\units\mando_ai_scud.sqf";

scud_vehicle: scud vehicle with an alive driver
warhead_type: 0 -> conventional, 1 -> Gigan nuclear, 2 -> E.Echo/Mando nuclear ground burst, 3 -> E.Echo/Mando nuclear air burst, 4 -> E.Echo/Mando 3 MIRV nuclear ground burst, 5 -> E.Echo/Mando 3 MIRV nuclear air burst

target_position: target position

Example:
if (local my_scud2) then
{
   [my_scud2, 2, getMarkerPos "mk_target"]execVM"mando_missiles\units\mando_ai_scud.sqf";
};
 
 

E.Echo/Mando Nuclear Warhead Features

The warhead supports a number of burst modes and incorporates detailed physics effects. Ground burst detonations are at/near ground level and will generate the familiar mushroom cloud as well as considerable fallout. Airburst detonations occur well above ground, resulting in negligable fallout. Burst effects in the air and over water have a different appearance due to the influence of the local environment.

Damage caused by this weapon is based on typical effects for a tactical weapon and are scaled by the defined yield. Blast, thermal, prompt neutron/gamma effects are present and scale appropriately by distance and the type of unit. Vehicles afford some protection to their passengers and crew, the amount depending on the type of vehicle. Additionally, the shock wave can cause significant displacement in position, resulting in secondary injuries.

The amount of time before fallout comes to ground varies on the yield of a weapon. For a 5 kiloton weapon the 'safe' time is about 30 minutes. The area of contamination will vary with yield and its location/dimensions are influenced by winds during the interval between burst and falling-out. The fallout zone represents a region so contaminated that radiation sickness will render a soldier combat-ineffective in a relatively short period of time - about 10 minutes. Certain vehicles will protect you from the effects of fallout.

武装突袭2 MMA 插件详细介绍文本(2) - foxer - .

Fallouts

Nuclear ground detonations ( warhead types 2 and 4 ) will cause fallout effects. Shortly after the detonation the radioactive particles will begin to fall to the ground. The simulation includes multiple types of fallout particle, each modeling a differing isotope. The dimensions of the fallout plumes are
influenced by wind patterns and can extend several kilometers away from ground zero area. The time delay between detonation and fallout landing varies with these particles, as does the radiation threat. The fallout zone represents a region contaminated with dangerous levels of radiation. Certain vehicles will protect you from the effects of fallout.

Currently isotopes include.

Silicon-31   - Generated immediately after burst in proximity to ground burst. Extremely intense, but half-life of
               only slightly over 2-1/2 hours.

Iodine-131   - Arrives in about 31 minutes after a 5kt burst, covering a much larger area. Fairly intense,
               a 10-minute exposure is lethal. Half-life is about 8 days.

Strontium-90 - Covers a medium area after about 5 minutes after a 5kt burst. Due to the long half-life
               of nearly 29 years, the intensity is far lower - a lethal dose requiring hours of exposure.

Unprotected units that enter a fallout area will be exposed to radioactive damage, which can cause death in just few minutes.
When a fallout area overlaps another one, the resulting radioactive effect is the sum of both. There are two ways to protect yourself
against fallout effects:

  • Avoiding fallout areas: in order to avoid fallout areas you need to be able to detect them. This can be done using the fallout console which is accessible through a menu action:
武装突袭2 MMA 插件详细介绍文本(2) - foxer - .
    The console shows fallout areas as orange ellipses, the user can click on any position inside these areas in order to get periodic updates of the radiation level. The radiation may be displayed in Gray or in % of lethal dosage for an exposure of 10 minutes (use the two upper left buttons to switch between Grays and % LD-10m).

    The mission editor needs to set the conditions to have access to this console at mission level using mando_giveme_mapfallout.sqf script.
    This script has two parameters: the text to be displayed for the menu action, and the condition required to allow console usage.
    Example (console allowed only for corporals):
    ["MMA Fallout Map", {rank player == "CORPORAL"}]execVM"mando_missiles\warheads\echo\mando_giveme_mapfallout.sqf";

    Example (console allowed only for players closer than 100m from a known position):
    ["MMA Fallout Map", {(vehicle player distance my_west_hq) < 100}] execVM"mando_missiles\warheads\echo\mando_giveme_mapfallout.sqf";
     
     

  • NBC protection: units marked as protected will not get any harm when inside fallout areas. To mark a human as NBC protected sets its internal varialbe "ECHO_HasNBC" to any value: player setVariable ["ECHO_HasNBC", 0];
The global variable echo_fallout_decay_rate is used to alter decay rate.
Use a rate of 1440 (minutes in a day) to make a fallout zone disappear in about 1 hour. You can set this up in your mission's init.sqf (if you dont set it up, its default value will be 1).

echo_fallout_decay_rate = 1440;

Back to index

Mando Long Range Radar (SAM Site Control Center)

The SAM Site Control Center allows player to control up to 3 automatic SAM launchers from a centralized place. The user can turn on/off the radar, select targets and allow SAM sites to engage or order them to disengage.The SAM launchers assigned to the site may be rearmed aproaching to them ammo trucks. SAM Site Control Center is activated via a menu action, when the display is open the user may turn his main radar ON and start scanning for bogeys. Note that some of them might be friendlies, so usage of IFF checks are mandatory (a negative check only means that the selected target has a different side than yours, which doesnt always imply enemy). To learn how to operate the system, press F9 after activating it.

武装突袭2 MMA 插件详细介绍文本(2) - foxer - .

To setup a SAM Site Control Center proceed with the following steps:
1 - Identify the units that will act as SAM launchers and SAM Site Control Center, this last one must be mannable. All these units may be pre-created on the map or created dynamically via scripts.
2 - Disable the SAM launchers, so that they will not be able to engage targets by their own:
3 - Create the MMA automatic SAM launchers.
4 - Assign the SAM launchers to the SAM Site Control Center unit (a maximum of 3 SAM launchers).
5 - Determine the criteria to enable the menu action to activate the SAM Site Control Center dialog.

Example:
if (isServer) then
{
// Automatic SAMs are created only server side

 // sam1, sam2 and sam3 are not allowed to engange autonomously (they will be under control of samcenter1)
 sam1 setVariable ["mando_attacker_auto", false, true];
 sam2 setVariable ["mando_attacker_auto", false, true];
 sam3 setVariable ["mando_attacker_auto", false, true];

   // 3 MMA automatic SAMs are created (mando_bo_seasparrow_auto.sqs is used for BOS SeaSparrow launchers)
   []spawn
   {
      Sleep 1;
      [sam1, 0, ["Air"], 8, 800, 30000, 6, [0,0,3], [360, 0, 10, 75], 0, [east], true, false, true, false, 55]exec"mando_missiles\units\attackers\mando_bo_seasparrow_auto.sqs";

      Sleep 1;
      [sam2, 0, ["Air"], 8, 800, 30000, 6, [0,0,3], [360, 0, 10, 75], 0, [east], true, false, true, false, 55]exec"mando_missiles\units\attackers\mando_bo_seasparrow_auto.sqs";

      Sleep 1;
      [sam3, 0, ["Air"], 8, 800, 30000, 6, [0,0,3], [360, 0, 10, 75], 0, [east], true, false, true, false, 55]exec"mando_missiles\units\attackers\mando_bo_seasparrow_auto.sqs";
   };
};

// samventer1 will have sam1, sam2 and sam3 launcher under its control
samcenter1 setVariable ["mando_lrr_units", [sam1, sam2, sam3], true];

// Any "Car" type that also is inside [samcenter1] array will be enabled as SAM control center for the commander (change condition block at will)
_mcctypeaascript = "mando_missiles\lrr\lrr_types\mando_lrr_sam1.sqs";

[["Car"], 0, 0, ["Air"], "MMA SAM Control", _mcctypeaascript, [-3,2,-2], [0,0,3,0,181], {(commander _plane == player) && (_plane in [samcenter1])}, 0, -1, [], 1, -3]execVM"mando_missiles\mcc\mando_mccallow_by_type.sqf";
 

Mando Score

Mando Missile includes an score systems that allow to keep track of all the units and crews destroyed with mando missiles, and it is able to score intercepted enemy missiles as well. The system waits until impact in order to give the target some time to crash or to explode, then the score is shared between the crew members of the firing vehicle. Players have a new menu action, usually at the very bottom of the menu action lists, that displays the mando score window:

武装突袭2 MMA 插件详细介绍文本(2) - foxer - .

Mission editors can override MMA score function, the default one is in mando_missiles\mando_score.sqf
To overwrite the function, white your score script (which may be a modified copy of the default one), and then assign it to the mando_scorefunc:

mando_scorefunc = compile (preprocessFileLineNumbers "my_new_score_handler.sqf");

Mision editors can disable the menu action to display MMA score by setting mando_no_score gobal variable
mando_no_score = true;

You can also hide mando score menu action by using the mando_NoScore.pbo addon  <- NEW
 

Credits

Defunkt, aside from pretty good ideas, he provided sounds, the outstanding images of the RWRs for east and west planes and fine tuned all the PAAs present in the pack, he also modified Raptor6 MFD to include "NTSC" effect as well as some nice pp effects for older type cameras. Customized MMA HUDs including HMD and AH64 monocle, as well as Javelin, Metis, Stinger, Strela and Igla portable missiles.
Raptor6, do you like the fantastic background of the TV systems? it is from him.
Evil Echo and Gigan for nuclear warheads and fallout effects.
Deanosbeano and Scars who provided some mando turret models usable for the Phalanx gun.
Kju for the MMA_XEH_AutoLaunch.pbo
 

Special thanks

All these guys among others have been providing ideas and good testing along the life of this project:
Alex72, Andrew, Crusader, Cyborg11, GossamerS, Jackass, Jay, Jinx, Kremator, Manzilla, Massimo, Rubberkite, Scars, Spyder, Stiltman, Shuravi-rnd, Vengeance, ViperMaul and Xeno426.

Contact info

valdelar@telefonica.net
or via OFPEC and BIS forums (user Mandoble).

For questions, issues or ideas to implement:
 OFPEC MMA Forum thread
 BI MMA Forum thread

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